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Research & DevelopmentGot a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!

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Being able to level your Pokemon past 100 would lead to being able to have a longer story while keeping difficulty at a nice level.

Going through the second half of a game fighting only level 100 Pokemon would be boring and stale, plus you couldn't level them up and evolve them seeing as they are already level 100. However, it would probably be extremely hard to catch any of these Pokemon due to extremely high level.

If that's the reason, then you don't really need to go past level 100.

Just modify the "experience for next level" table in order to make the level up harder. Or reduce the given exp with ASM.

Honestly I think this would be an easy feat. There is a function that limits the lvl that your pokemon can be. Now, if you caould locate that function which would be something like "in lamens terms" (If pokemon lvl = 100, jmp to no exp given) or (If pokemons lvl = 99, JBE to exp given)

Now for loacating that function, I would imagine this would be the route to take:

Using some sort of live debugger, search pokemon lvl, make pokemon lvl change, search it again. Then search for the code that is calling the address that the value is stored at.

Then you could just patch the game.

Honestly, I THINK THIS IS A GOOD IDEA. That would make it so you can make a really long story for ou mod.

I agree with xxMoon. That would be a good way to try. And Pinta... if you paid any attention, it's for a Trainer Battle against the Team Rocket of the game where the organization creates stronger Dark Pokemon.

Now... to my idea on how this could be done... You may want to try not going for a regular Trainer battle, but rather have the main character watch a battle and then you change the level of the scripted battle's pokemon so that it appears to be that the opponents pokemon are such high levels, but really they aren't. The only other option besides these ones listed is just going in and adjusting the cap. But you may want an expert to help with that so you don't screw up the game.

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To all people who I was trying to help: my computer has encountered a major virus wiping out all of my emulators and related files. My computer and USB drives are in critical condition as far as infection. Please forgive me for any work you were hoping I could do for you, but I don't even have the files for the original games anymore. So for now, I have to resign from work until my computer gets cleaned. I will try to return to hacking as soon as I can, but it may not be for a while.

UPDATE: My computer and devices are cleaned, but atm, I do NOT have access to my hack tools. I can not hack for anyone including myself. My apologies to anyone this inconveniences.

Through the JACRED glitche the ZZAAZZ glitch, the old man glitch, the long range trainer glitch and the mew glitch in any of these glitches you can get a pokemon of a level above 100 (or below 0) but all of these glitches were removed in gen II. Althogh I met someone who claimed to have found an Action Replay code to level them up higher than 100 in gen IV.

Getting the cap to go past 100 would break far more than it would improve. You remember that the attacker's level is a part of the damage formula, right? A level 150 Pokemon would do 1.5x more damage than a level 100 Pokemon would. This damage scales far faster than defenses do when your foes don't have any EVs (reminder that the AI does not get EVs while the player does) and you'll burn any challenge that exists away if you're following a sensible level curve and not just throwing level 200 Giratinas at the player in midgame or some garbage.

If you need a multi region game pull a GSC and have the first region's Elite Four just be in the 40s. Multiple regions are nearly impossible to balance anyway.

I personally think we should be more interested in figuring out how to rig up trainers to have EVs instead, but since I don't know anything about "actual" hacking I have no room to talk.

Getting the cap to go past 100 would break far more than it would improve. You remember that the attacker's level is a part of the damage formula, right? A level 150 Pokemon would do 1.5x more damage than a level 100 Pokemon would. This damage scales far faster than defenses do when your foes don't have any EVs (reminder that the AI does not get EVs while the player does) and you'll burn any challenge that exists away if you're following a sensible level curve and not just throwing level 200 Giratinas at the player in midgame or some garbage.

If you need a multi region game pull a GSC and have the first region's Elite Four just be in the 40s. Multiple regions are nearly impossible to balance anyway.

I personally think we should be more interested in figuring out how to rig up trainers to have EVs instead, but since I don't know anything about "actual" hacking I have no room to talk.

I'm pretty sure that they understand to raise the cap past 100 that you'd need to edit all the other stuff along with it.
I believe I've found all the spots where you have to edit the level cap in order to change it. I've only lowered it from 100, never went above or up to the max, which would be 255.

NintendoBoy, what game did you figure it out for? Fire Red is what he needs. Also can you post what you found or link to a post of what you found?

__________________

To all people who I was trying to help: my computer has encountered a major virus wiping out all of my emulators and related files. My computer and USB drives are in critical condition as far as infection. Please forgive me for any work you were hoping I could do for you, but I don't even have the files for the original games anymore. So for now, I have to resign from work until my computer gets cleaned. I will try to return to hacking as soon as I can, but it may not be for a while.

UPDATE: My computer and devices are cleaned, but atm, I do NOT have access to my hack tools. I can not hack for anyone including myself. My apologies to anyone this inconveniences.

There will be checks of 0x64 & 0x63 (100 & 99) that can be changed to any number from 0 - 0xFF (255).
You'll also have to make changes to the formulas for catchrate, stats @ lvl up, etc if you go above 100.

Going through the second half of a game fighting only level 100 Pokemon would be boring and stale, plus you couldn't level them up and evolve them seeing as they are already level 100. However, it would probably be extremely hard to catch any of these Pokemon due to extremely high level.

I thought of the same thing but well, a balanced level system would make things much easier (like in GSC where the pokémon in victory road are level 27 compared to lvl 45 in RBY or RSS so drastically reducing wild pokemons level and exp given would make the game longer too.
Also (talking about boring and stale) you'd need to rise the levels for evolution too so it won't get too imbalanced (catching lvl 120 pokemon in Sinnoh that will evolve into their finals forms at once) which would make the starting parts harder.

At the last point I don't know if you are that far into hacking but there are about 30-40 slots between celebi and treecko which can be used for pokémon that are never registered in the pokédex even if you battle them so you could for example make a lvl 100 garchomp for cynthia with all base stats risen by 50 if you need a challenge :D Which is what I'd recommend for the asker of the question too:
Just add the dark pokémon on slot 252 with altered stats (maybe ability etc. too) and you'll get the challenge you need :)

And the last thing as level doesn't influence the catch rate (which is why mew lvl 7 isn't that easy to catch in RBY) even lvl 255 caterpies will propably be caught with the first pokéball at full hp :)

there are about 30-40 slots between celebi and treecko which can be used for pokémon that are never registered in the pokédex even if you battle them

25, not 30-40.

Quote:

Originally Posted by SchokoInc

And the last thing as level doesn't influence the catch rate (which is why mew lvl 7 isn't that easy to catch in RBY) even lvl 255 caterpies will propably be caught with the first pokéball at full hp

Wrong. Level DOES make a difference. I can tell you that from having looked at the code. So the code would need modified, because the way it's written it assumes a max level of 100, which would make Pokémon impossible to catch without using a Master Ball.

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Pokemon over lv 100 is possible, but it would take more than changing a few 100's to another max level, since a lot of mechanics involve levels. However, even if you do get it over 100, the game has to have an altered experience gain or a VERY long storyline.

The main things needing changing would be the damage formula, the catch rate/stay in ball formula(s), and all the formulas for each stat. I have all of these documented somewhere on my computer, just can't find them.

After that you'd probably want to have tools for editing all the data for pokemon over lvl 100 (attacks, evolutions etc.). Butfor what?

I don't think the lvl cap needs to be any higher. Lower, if anything. But by all means.

I have also been wondering about this and i think leveling up pokemon past lv100 could be very useful. You would have to have a lv255 cap and calculate stat changes somehow. I was thinking about this earlier and noticed you could use a gameshark cheat and SAVEit to the game.

I've been trying to do this too. I managed to find the level check for the exp bar, but not the one for actually gaining exp or anything. I really wanted to do this because it'd make for a fun run through.

I would also like to make sure that everyone knows that without changing all learned move structure over to Jambo's structure, learned moves wouldn't happen over 127.

As Jambo and shiny have said, the game assumes level 100 for everything: Exp, damage, catch rate etc. Not to mention, your Pokemon will never be able to be traded to another hack unless they have the exact same changes.

/personal opinion: Just split your hack into two games. It is honestly more fun that way. Long story lines can be great and all, but most people have trouble finishing one hack with a level cap of 100, try having one up to 255.

I don't really care about learning moves over 100, or anything more than just stat boosts. I also dont plan on building a game off of this. I just want to do it for funnsies, and like anything else I hack, just to say I did it. But most of all it'd be amusing sweeping the elite 4 with a lvl 120 charizard or something.

This would be a great thing to do for just the opponents! The player's level cap would still be 100, but the opponents' cap would be over that. Just to buff 'em up. Would be good to do something like this for Pokemon Trainer Red. Would there be any good way to keep the player's Pokemon from going over 100, but the opponents to go over 100? I know KarateKid mentioned 127, that would be a good level cap, assuming the player's Pokemon can't go over 100.

So, I'm sorry for necro-ing this, but I realized we don't have a definitive answer on the code changes to do what the OP asked. From what I re-read our local experts have given the following pros and cons:

Cons:
-Involves doing a LOT of code reworking
-May break the game
-Pokemon can't be traded to other hacks unless the same changes are made

Do we know exactly what changes to make?
If yes, why doesn't somebody skilled at coding end up making a tool for this to change the level cap and the stat curves accordingly? Honestly, if the same tool is used on multiple hacks that have this feature, then trading between hacks would still be a thing. Just my new cents.

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Once upon a time I was Wynchester, then a virus destroyed my old computer. Now I'm PSYqualiac once I finally returned after my own health issues. YAY! I'm not able to log back into my old accounts is why I'm using a new account. (This includes email.)

When I get a laptop, I'll try to make code changes, possibly for all Generation 3 games. But I'll also have to change the whole Stat system to actually do the stupid calculations, and change any code used for adding Pokémon, and code for leveling up.

PS. How will you like items to boost EV's up and for maximum values to be 64? (Since I'm changing the stat system)

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special POKeBUNNYThe Pokemon Game Developer
If you are wondering why I'm taking long to make Pokemon Hot Red and Cold Blue... It's because I barely get computer time. Be patient (I'm not!.

This wouldn't work for the player leveling, but for enemies I think you could just set the pokemon to over level 100 just before battle. Possibly just use jpan's hacked engine and the set-level var 0x4052 to 0xff-yourlevelhere? although if it really turns everything into missingnos when you hack the value that won't work.

Also, I'm not really convinced that you need to break the cap for multi region fun. I frequently go through one region with pokes that are still under level 50, but then again I blast through the game with almost no grinding Two regions balanced like Johto gives same result. Leveling is far more tedious at the higher levels to boot. I imagine you could easily stuff in three or even four regions before this would ever become a problem and I've never seen a five region hack. I don't think this feature would add any depth or, well, really even be something I would notice in a playthrough because I'd never get high enough (yeah, I admit, I growl/leechseeded Brock once to death with Bulba because I was too impatient to level up to Vine Whip, so maybe I'm not the best judge) and even then, relying on having your enemy be higher levels than you for difficulty isn't, eh, always my idea of a challenge if the solution is just grinding.

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